CONTRIBUTIONS TO GAME DESIGN & DEVELOPMENT
THE DESIGN AND PROGRAMMING OF INTERACTIVE EXPERIENCES
Processing Game (Team), Global Game Jam
You have been chatting nonstop with your crush for the past couple weeks. You really like this person sooo much, and you think the feeling is mutual, so you want to ask them out to the RENAISSANCE FAIR this weekend. Unfortunately, this morning you managed to spill juice all over your keyboard, and it's no longer working. If you want to make your move, you'll have to communicate via... REACTION IMAGES – good luck!
Produced during Global Game Jam 2018 at the Playcrafting + Microsoft (NYC) jam site based on the theme "Transmission".
“reacti0nary” was designed, written, and programmed within 48 hours for Global Game Jam, the largest annual game jam event in the world. We worked off the theme based on our own experiences with communication with online strangers and friends, wanting to go for something humorous from an absurd situation.
As a challenge, this was probably the most image and raw code intensive game we’ve done for a game jam so far. Using Processing, we programmed our own text parser to navigate several lines of script, as well as created a wide variety of original images based on public-domain sources to be used as choices in our game.
Made with Processing 3 using Java.
This was a collaborative effort with my partners, Sandra Honigman (UI, art) and Wally Simmons Edler (writing, art).
I helped create visual assets and was the main programmer for the game.
A NIGHT LIKE TONIGHT
Unity Game (Team), Global Game Jam
A nautical adventure involving a compelling voice, particularly impassable rocks, and carnivorous aquatic mammals.
Produced during Global Game Jam 2017 at the Playcrafting + Microsoft (NYC) jam site based on the theme "Waves".
“A Night Like Tonight” was designed, written, and programmed within 48 hours for Global Game Jam, the largest annual game jam event in the world. Associating the theme “Waves” with communication, we wanted to explore a narrative where you’re dependent on a mysterious voice on a radio in an environment where everything isn’t as it seems.
This was our first time using Unity 2D in a game jam, so with it came challenges as we learned to use it in a setting under pressure, especially since we decided to switch up our usual responsibilities working as a team. Unity was useful for this text heavy adventure game, as we took advantage of a text parser known as “Fungus” to help manage our heavy script and the decisions you could make in it.
Made with Unity 2D using C#.
This was a collaborative effort with my partners, Sandra Honigman (programming) and Wally Simmons Edler (writing).
I designed the UI, led the art direction, and created all the visual assets used in the game.
Midterm Project (Solo), Programming for Games
"Only pick veggies. Don't go bankrupt. See where your seed money goes!"
For this project, we were responsible to create a simple 2D game utilizing different functions and features in Processing.
In this game, you play as a monster farmer desperate to pick crops so they don't run out of cash. Different vegetables have different point values, and you lose points if they are picked too late or turn out to be a monstrous weed. Money is also lost at an exponential rate per second, so the player has to act fast to last as long as possible.
This game was programmed using Java in Processing.
All code, SFXs, and visual assets were produced by me. BGM is by Daisuke Amaya (Cave Story).
RPGMaker MV Game (Team), Global Game Jam
A short point-and-click simulation game based on the theme "Ritual".
Produced during Global Game Jam 2016 at the NYU Game Center jam site.
"THE BIN" was designed, written, and programmed within 48 hours for Global Game Jam, the largest annual game jam event in the world. With a more "domestic" interpretation of the theme in mind, we produced a game simulating a library employee's experience with second-hand books from a donation bin.
Made with RPGMaker MV.
This was a collaborative effort with my partners, Sandra Honigman (graphics, writing) and Wally Simmons Edler (writing).
I provided the main programming and some graphic work for this game.
A Spell of Rain
Final Project (Solo), Interactive Computing
For my final project, I programmed a small game designed to help very young children associate words with images as well as learn how to spell. To make everything more interactive and engaging for kids, this game is both mouse and Leap Motion compatible, which allows players to use their finger to move the cursor without the need for a controller or a touch screen.
The player's goal is to catch letters in their bucket to spell the word the key image in the middle is designating - they can move to the left to clear an incorrect word or move to the right to submit a correct word and progress to the next image. Because this game is meant to be a dynamic tool for people to use with their kids, teachers and/or parents can enter their own words by altering an external Excel sheet and save their own images for the program to use.
This game was programmed using Java in Processing and demoed at the Courant Institute's Computer Science Project Showcase.
All images except for the chalkboard were illustrated by me.
Assorted Processing Games & Programs
Classwork, Interactive Computing
A series of small games and applications produced in Processing as classwork focusing on interactive experiences.
Some of these were made as experiments to test the functionality and limits of certain features in Processing, including audio and video manipulation, color tracking, and motion controls. Others were early prototypes for later projects that were either continued in Processing, or brought into other programs such as Unity.
The language primarily used was Java.
Code and image assets were all created by me and are unique to each program.
Twine Game (Team), Women's History Month Game Jam
A HTML-based Twine game based on the theme "Harmony".
Produced during Microsoft & CodeLiberation's Women History Month Game Jam.
"FINDR" was a collaborative effort produced under a restricted time limit where we were given approximately 48 hours to design, write, and program a game under a predetermined theme. After cycling through a number of ideas based on our individual skill sets, together we decided on a text-based "dating" adventure driven heavily by the game's narrative.
To accompany the story and dialogue crafted by my partners, Sandra Honigman and Kathy Burkett, I provided the graphics and the main programming for the game.